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Credits and Provenance

Gig Line is a local, single-player security-shift game built with Godot 4 and GDScript. This file records the asset provenance needed for the release review; it is not a legal opinion or a claim that every provider licence has already been cleared for public distribution.

Game, code and design

  • Game design, systems, scenarios, dialogue and UI code: the Gig Line project.
  • Engine: Godot Engine 4.7.2, MIT licence.
  • The game bundles no third-party fonts; it uses Godot's default theme font.
  • No third-party music, sound effects or voice recordings are bundled. Crowd ambience and radio cues are generated procedurally at runtime.

3D characters, gear and props

The character, gear and prop library is generated by project-owned scripts (tools/blender_assets.py, tools/npc_pipeline.py, tools/model_pipeline.py) using Blender. The .blend working sources are developer artifacts and are not shipped. The exported .glb files and baked AO maps are project assets; they do not embed third-party models or purchased asset packs.

Development-only research previews

Two review sheets under docs/blender_previews/ compare source candidates for the future NPC variety work. They are development documentation and are not bundled with the game or its release packages. The underlying source models are kept outside version control.

The CC-BY preview images are included only as development evidence. Any future shipped derivative of CesiumMan or RiggedFigure must keep the attribution above.

The venue geometry is authored procedurally in src/game/world_builder.gd as a stylized reconstruction. The Joke Shop is a fictional stand-in for the real Sunset Strip block; the game does not claim endorsement by, or an exact replica of, any real venue or tenant.

Development-only reference images

The venue reference boards under docs/screens/refs/ are development documentation and are not bundled with the game or its release packages. Files under CC BY are attributed here as well as in their folder sidecar:

  • docs/screens/refs/hollywood/el-capitan-facade-day-wikimedia-2009-10-27.jpg — "woo (Irvine, CA, USA)", CC BY 2.0, via Wikimedia Commons.
  • docs/screens/refs/hollywood/el-capitan-theatre-blade-sign-day-wikimedia-2008-10.jpg — Andreas Praefcke, CC BY 3.0, via Wikimedia Commons.
  • docs/screens/refs/hollywood/premiere-staging-street-day-wikimedia-2006-02-12.jpg — John Barreiros, CC BY 2.0, via Wikimedia Commons.
  • Public-domain files in the same folder: Charles W. Beam (1922) and Gary Minnaert (2006).
  • docs/screens/refs/hollywood/el-capitan-theatre-marquee-neighbour-day-wikimedia-2009-07-11.jpg — Alan Light, CC BY 2.0, via Wikimedia Commons.
  • docs/screens/refs/hollywood/hollywood-boulevard-night-context-ccbysa.jpg — Downtowngal, CC BY-SA 3.0, via Wikimedia Commons; used unmodified for colour/lighting study only, no derivative asset is made from it.
  • CC0 files in the Hollywood folder need no attribution: Luijtenphotos (2019) and Benoît Prieur (2022).

AI-assisted images

Surface textures, skyline panoramas, UI art and concept references were produced with image-generation calls from the project's tooling. The default model slugs recorded in the source are:

  • bytedance-seed/seedream-4.5 — tools/generate_textures.py
  • openai/gpt-5-image-mini — tools/asset_pipeline.py, tools/model_pipeline.py, tools/scene_concepts.py and tools/screen_designs.py
  • Judging/review calls use the model selected by tools/openrouter_judge.py and are development-only; they do not ship in the game.

The prompts and generation workflow live in those tools. Per-file generation metadata is not stored with every image, so the exact provider, model version and generation date of each committed bitmap cannot be reconstructed from the repository alone. Before a public 0.10.0 release, the provider terms and commercial-use/redistribution rights for those generated outputs must be reviewed and recorded. This is a release blocker, not an assumed clearance.

Reference photographs linked from the venue documents are hosted on Wikimedia Commons and were used for proportion/material study only. They are not included in the game or its release packages. If any future derivative asset copies a reference more directly, its attribution and licence must be added here.

Audio

All runtime audio is procedural (crowd bed, radio crackle and interface cues). There are no external audio files, so there is no separate music/SFX licence to clear. See docs/accessibility.md for caption and volume behaviour.

Third-party names

The game is a work of fiction. Real place names and public references are used for orientation and satire/stand-in geography; no real person, venue or brand endorses the game. Review the storefront and trademark language before release.